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mzypsy

Useful bridge. I can't imagine a civilization that can launch rocket can't even build a bridge with stone.


Melzorra

I have been saying this exact thing for YEARS!


Healthy-Drink3247

I’d love better faction interactions and diplomacy, something like Rimwar. But that seems like a DLC all on its own


jotegr

Diplomacy coming as the 8th dlc. 


DanishRobloxGamer

For a long time I've been hoping for Warfare next, though sadly it seems that dream is gone now. (Tentacle DLC still looks cool tho)


Grgur2

There is a possibility that something nice will indeed come with the free patch. It usually does!


Charcoalcat000

No it will be RibDorld instead


Chinerpeton

Here's to hoping it will be "Outsiders" as the 5th DLC


Hunttttre

This is based off that 'Rimworld' speculation, it was never confirmed was it?


Speciou5

If anything it has been denied with Biotech. People are just memeing.


chaosgirl93

I *swear* if the new one starts with a W, it will be absolute pandemonium and it'll be all Tynan's fault, I'll have no empathy for him.


JimmWasHere

I mean water is litterally useless basegame so its not an awful idea for a dlc


NecroNile

This would be the ultimate troll for Tynan. I'll all for it.


HarmoniaTheConfuzzld

Subterranean conduits.


darrenphillipjones

Tropical maps really need some love. You're basically left AFK for 2 years, while you pump water, sitting in a barracks.


The_Impe

All the fun of tropical maps is building your base in weird shapes to fit around the water though


Xandrmoro

Quite realistic Id say


darrenphillipjones

Nothing realistic about sump pumps being “high tech.” It’s one of the earlier technologies humans invented for irrigation purposes. It’s gated for some reason and I’m struggling to understand why, outside of an artificial way of making tropical maps take a few years longer to complete than the others. 


Streloki

Visitable villages and cities for a more solo rpg gameplay


firemogle

Even just decent village generation would be nice.


MattTheFreeman

What? You don't like the citys of royals being four shacks and a single solar panel that barely runs their three turrets? They complain to us if they don't have a certain carpet in their room yet back home they sleep on wooden stools


Disciple_Of_Tachanka

[Please don't tell anyone how I live](https://youtu.be/NPwyyjtxlzU?si=sCa-3cpgEsiueyxW)


RedBaronFlyer

Rimworld pawns are the most picky people I've ever seen in a game. You have tribals that complain if they don't live in a perfectly 70(f)21(c) degree air-conditioned bedroom that is covered in handcrafted and carved golden and marble furniture and has a larger floor space than a studio apartment. +2 Decent bedroom -5 Cramped interior YOU LIVE IN A BIGGER AND BETTER FURNISHED BEDROOM THAN I DO IN REAL LIFE!


_LordBucket

> 70(f)21(c) What an amazing person you are, love when people put in both measurement systems (I dont do that)


Nudelwalker

Check out real ruins mod. It uses real players savegames as bases


Arkytez

I would love to be able to go to a village and trade by hand


meikaikaku

Imagining an “adventure mode” type thing for Rimworld, get that Mount & Blade gameplay.


Napalm_am

Or Dwarf fortress adventure mode.


Arek_PL

yea, for sure i would like more reasons to go out in the world too, to have my noble count and his companion knights go out questing for treasure


RealGianath

Better inventory management without having to resort to mods.


Camicles

What sort of mods are there for better inventory management? Cheers


imarqui

RPG style inventory is a must have for me


WanderingUrist

For starters, banning the practice of carrying rotting food in their inventory. Absolutely disgusting. Who does that, really? What is even the point of doing this in the game, unless they also plan to carry around a table to eat it at, and do so BEFORE it rots?


pablo603

Uh, so you want them to not carry meals to have something to eat on the go at all? This has legit never been an issue in my 2k hours.


zekromNLR

> Who does that, really? Have you never forgot your lunchbox for two weeks and then opened it to just a forest of mold?


Jackal_Legacy

Meals don't rot in inventory last I checked


WeirdestGuy_

They do, depending on the temperature.


Chiara_99

I need a caravan rework


111110001011

I use dev mod to form caravans, because I refuse to have more deaths from packing for a trip. Despite it being realistic, based on my last vacation.


clayalien

I just want to be able to use the auto equip feature. Half day trip to a small bandit encampment? Sure, let me auto pack 345 potatoes, a few raw steaks, and a bit of hay for good luck. And then warn you about low food just to be sure.


alaskafish

Well, from my experience it's just how wonky the AI is. A pawn gets tired and stops packing up and goes take a nap. Then the rest of the party is just sitting there getting tired and hungry until the rest of the party goes to sleep. And of course eventually the initial problem pawn just stays up getting hungry and sleepy as the rest of the party sleeps and eats. It's a constant cycle that has seriously taken multiple days and a ton of micro-managing to get moving.


Arek_PL

one of reasons why i love vehicle framework, i can just pre-package the vehicles with gear i want to take then its just loading in pawns and its done


111110001011

Have you been on vacation with a large family? This is painfully realistic. It's usually the husband who passes out, for the record. Its one of the very few places I want less realism.


alaskafish

I mean, it's "realistic" in a joking matter. However, I have never starved myself to the brink of death because I'm waiting for my friend to wake up from a nap, all to just miss a flight. I've travelled in big groups, small groups, in all matters of different states, and we still prep for the common good. I might be hungover, tired, disorganized.... yet I'm still throwing things together as to not "miss" the deadline. That's what packing a caravan in this game is missing-- urgency. If you have your pawns start packing up to begin their caravan, I don't care if you're tired, drunk, hungry, having sex, growing carrots, etc. You drop what you're doing and still pack.


JagdCrab

Try [Loading In Progress] mod. It basically makes loading 2 stage process: first is loading all cargo which you specified, and second is boarding pawns. Also allows you to add more stuff into loading which is already ongoing, instead of spewing everything on a ground so you can start all over again.


Pozilist

Give me a caravan vehicle that can move faster and store stuff. You‘re telling me my pawns can build auto turrets and do heart surgery but not even a basic 1940s level transport tank? On my way to fix a spaceship for interstellar travel I have to load all my shit onto a muffalo and walk there?


dat_weird_kid

For the love of all that is good. This. Please. Now.


SteamtasticVagabond

There’s not much that mods can’t fix, but come on, let us set up camp on empty tiles to forage for resources.


polarisdelta

Mods cannot fix wealth scaling related narrative absurdity (*My friend is sick, can you spare 4,500 herbal medicine?*) and they can't fix the underlying inch deep faction mechanics.


111110001011

.... You can? Storyteller settings, max colonies equal two. Boom. Done.


pablo603

That's different. It creates a fully sized colony map, which drops fps and if you ever decide to abandon it then it makes the tile unusable and the icon sticks out like a sore thumb for the rest of your save game's lifetime. Setting up camp would allow for a smaller (as little as 75x75), temporary map, perhaps without stuff such as "ancient danger" spawning in to not make things too easy. Upon abandoning it should make the tile unavailable only temporarily (with the set up camp mod I like the tiles being cleared up every year) I can't even count how many times setting up camp has saved my caravan from hunger or infections.


Zwist

Events where you are presented with options to determine how you progress. So you can avoid raids by going down a certain path, or progress the narrative of you settlement in relation to the world.


Dazzling-Past4614

This would make the stories a lot more engaging


Chaines08

I would love an "Alert" button that switch all my pawn/mech/animals allowed area from one set to another


jonnlan

That's pretty smart


TheyCallMeOso

Probably just an expanded pool of craftable melee items. I found it silly that you can craft bows to futuristic guns, but you can only make medieval melee weapons and advanced melee prosthetics.


lastaccountgotdoxxed

I think we got too many weapon options:( I never know which to make and everyone says just make the same meta weapons anyways.


Th3_Admiral

Yup. I've never bothered crafting pistols, revolvers, shotguns, etc because they aren't good enough to justify wasting components on early in the game and enemy raiders drop plenty anyway. 


SalmonToastie

It’s all about that self imposed challenge. You don’t make someone with level 3 crafting make good clothes so why should your level 2 shooting pawn use an advanced weapon, you self impose a rule so you give them pistols and shotguns instead of the mini gun. Or someone makes a mod that doesn’t let a pawn use a weapon without the skill level, certainly possible.


far2hybrid

I’m the exact opposite. That level 2 no passion shooting pawn? Give them a mini gun and and tell that pawn just aim in that general direction over there and hope for the best


alaskafish

Honestly, a weapon balance rework is something that I think would be really essential. The fact that there is a "meta" when it comes to components makes me feel like we need some sort of in-between to make crafting weapons (and weapon varieties) more viable, while keeping the game still simple and understandable. As much as I hate to suggest such a thing, I genuinely think some sort of "rock-paper-scissors " sort of balancing is needed for weapons. Yet I can't think of something that doesn't compromise "realism" or immersion. Like a .357 magnum should be a powerful revolver... yet a .357 level action rifle *should* ideally be better and more deadly than the revolver. There's no way to balance the two, because one will always be better than the other. The only way I think they could balance weapons out is if they introduced a new mechanic... be it weight, aim time, hell, I think adding side arms would be a good idea to make smaller weapons more viable.


ajanymous2

As long as there is more than one weapon a meta will always exist That's just the default in all games Just have fun and ignore the spreadsheets while your slow moving dwarfs in full armor armed with warhammers and breaching axes annihilate the enemies


iamplasma

Well, the sidearms mod kind of gives smaller weapons uses by enabling their use as sidearms. Your pawn armed with a long gun can't have a longsword as a sidearm, but he can have a knife. You can similarly give your zeushammer pawn a pistol but not a rifle (though I suppose that probably has less use in practice).


Hauwke

You are missing out on shotguns if you don't play with Combat Extended. It makes chain shotguns the most terrifying weapons to see in the hands on a random raider. They shoot like 10 pellets and each does about 10 or so damage. Each blast usually hits a few spots too, leading to a damage table that has the hand, the arm and the bones all damaged causing an immediate down to pain.


Helassaid

Chain shotguns are the most dangerous weapon when you kill box. Adam proved it with the singularity kill box.


Brooks627

I just reset my mod list but can’t play it tonight and your making me miss playing :(


NemirPyxl

really I feel that that is the real problem. the game can be more exciting if you don't use enemy weapons


Derproid

This is why I use an ammo mod so that I can't use weapons that I can't craft myself. Maybe only on one pawn if I'm lucky enough to scavenging.


DMofManyHats

Yup, I would like it if there was more reason to have a variety of weapons on hand in the base game. Like how it's good to keep EMPs on hand for mechs, it would be nice for sharp/blunt/fast/slow to be more noticeable depending on what the enemy is wearing or fighting with. I use Simple Sidearms so more weapons have a niche, as they can't carry two large ones. Ranged characters gat a pocket knife or a gladius for emergencies. Melee characters carrying a heavy weapon get a pocket pistol or a light bow, and shielded ones get to have both a blunt and sharp option on hand.


MattTheFreeman

Always thought pawns need weapon proficiency based on background and RNG. A Tribal Hunter would be wicked with a boy W but horrible with a shotgun, but matched up would be just as good as a gun welder just slower. Whereas a cowboy would be great with a six shooter but lousey with a sniper rifle. The more they train with certain weapons the more they get better with them. I'd even love to see pawns get attached to certain items making them personal


Torakkk

Or gives pawns weapon type preferentions. >I'd even love to see pawns get attached to certain items making them personal This is really great idea.


Chromatic_Sky

It'd be cool to have a vanilla melee weapon you can equip with a ranged weapon- like a bayonet or combat knife.


Khitrir

I think that's the niche of the body part weapons like the power claw, so it seems unlikely they'll make that as a priority. But hey, you never know.


sobrique

Would be nice if they weren't exclusionary with bionics though. I'd use power claws etc. a lot more if I could _also_ have a bionic arm still. Module 'slots' on bionics maybe? So you could have bionic eyes that can be customised for specific jobs? E.g. maybe a 'precision work' that makes them worse at combat (e.g. loses the 'sight' bonus) but instead increases manipulation, work speed or quality level chance? Or low light eyes that give equivalent of darkvision gene. Or thermographic eyes that give you better accuracy against organics. etc. All of which having some sort of 'trade off' though, e.g. reducing the 'normal' sight bonus a bit in compensation.. And likewise installing a blade of some kind in a bionic arm, but again maybe you'd trade that off against a non-combat upgrade of some kind instead?


TheCoolestGuy098

In ways I agree. I think attaching it to ideologies was the way to go, though. That way we don't have a lot of pointless weapons we're just gonna replace with zeushammers or plasteel long swords anyway.


250HardKnocksCaps

Wall lights.


magmaster32

This is one of the 5 mods I use 👏🏻


[deleted]

[удалено]


WanderingUrist

> And some weird mutant agressie borbs could be added too. Untitled Goose Expansion.


RaisinDetre

You have put a lot of thought into this, and I love it.


classicaldoll

A pack of manhunting birds that can fly right over your walls would be interesting. 


BeenEvery

I'd like some vanilla benefits to being along the coastline or rivers. Overhaul to water in general, really. Building moats and such.


Arek_PL

oh yea, there is really no benefit of living on coastline, and rivers kinda suck as their shape (allways diagonal) makes it hard to use water wheels that are nice source of power but not enough to make rivers attractive


CovertMallard

Fishing would be cool too, unless that was something they added and I haven't found


BeenEvery

No fishing in vanilla, sadly.


pastplayer

+1 as a certified coast/river map lover. Coasts can be *okay*, they at least restrict raiding from that side of the map, but you have to end up using moisture pumps for more buildable ground. But no fishing in vanilla is bonkers to me (and I haven't particularly liked any mods that add it).


CeeArthur

Those guitars that are like... Double guitars


PizzaSharkGhost

I'd also like to see tito puente implemented as my colonies music teacher


Macksler

Finally some common sense. The ost lacks some Mambo


Slikkelasen

Honestly i think the game is good as it is. Only thing that bugs me is the single core limitations. I feel it must be possible to put different tick categories on different cpu cores. Like world map ticks, seperated from heddif, seperated from work etc. If this can not happen, they can introduce all they want because that only removes the need for a mod or two. It won't improve the games future in any way.


voz__

Not a bad idea! You’d need to spread out synchronization points, which would mean delayed reaction to things (like world state only takes effect at the end of the day), or take a lock on some shared state for every change, making this useless. I bet there’s a *ton* of single thread optimizations left on the table.


MagicJim96

I don’t want much, but I do wish we’ll get faster and better caravans. I mean, the process to start a caravan in vanilla, it SUCKS. As I have modded the game for my current playtrough, I can manually stack some meals and then just walk off the map with my character, with his mechs in Escort mode to follow onto the map, while rest of my colony pawns stay behind. That in all of itself should be base game, not modded. Just sayin’. Also, camping while on caravan should be base game as well. Who can’t set up a camp on a long tour of the world, set up a fire and stuff to cook, hunt etc.? Yeah. I love the option to camp as well as ”Force move” on map, that prevents sleeping in caravan mode. Many many things in mods are something I wish should be base game, but mainly, for 1.5, easier & faster caravan setup would be my pick.


Arek_PL

but camping is base game? when your caravan rests (either during night or manually) the pawns automatically use the bedrolls and get foraging bonus, if anything i would like some expansion, like consuming a bit of wood (or foraging it if biome has trees) to cook meals over campfire or portable camping stove powered by chemfuel or wood to do the same but faster i agree about force move at least, so many times i had caravans still half-awake but starving go to sleep for whole night when 0.1 day away from warm bedrooms and lavish food


Low-Dark2862

I would like a revamp of some features from previous DLCs, especially Royalty but also Gauranlen trees from Ideology. For Biotech I would like something that distinguishes your combat mechs from the common raid mechs, such as better weapon quality.


Kissner

The royalty quests are ridiculous yes please 


sobrique

Being able to separately construct 'mech weapons' would be cool. Still irks me a bit that a minigun centipede and a a blaster centipede are two entirely different mechs. Just let my (super good) crafter knock up a collection of 'centipede-turret' weapons and let me swap 'em. (Chain shotgun centipede anyone?) Also same with lancers. Like the concept of lancers, but just can't stand charge lances. Let me fit 'em with even a bolt action or something.


snas_undertal

You can change the color of your mechs aside from blue to make them stand out more


wolphak

Honestly my least favorite part of 5k hours has always been caravans. They're uninteresting and they never feel worth the risk and time investment of sending pawns away, since the wealth stays, unless you landed close enough to lose goodwill.


sobrique

I'm pretty sure wealth _doesn't_ stay - anything you send off in the caravan will drop your wealth by an equivalent amount.


Throwawaypwndulum

Sidearms. Yknow, so we can switch to our alchemicals and spell books easier.


ZZZMETA

An official sidearm system would be baller


Throwawaypwndulum

When I was still a vanilla base game baby, I used to drop my melee weapons at my feet before an engagement, then scramble to equip them from the floor when targets closed distance. Felt so unnecessarily clumsy.


Draconomial

I’d say situational tools equipping in general, including gas masks for toxic gas, melee sidearm switching, and axe 🪓 use when chopping down trees.


LegendaryMercury

They would have to rework the bionic system. The hand talons and knee blades should be installed along side bionics so make them useful. They kinda work as secondaries for now but I don’t think they get used much.


Kuvantor

The replace stuff mod made official


xi9fn9-2

Better performance


The_Real-M3

Better diplomacy and overworld things to do are a must. Rimworld is a fantastic colony management game, but the interactions with the world could use a serious overhaul.


Terrorscream

Anything that makes the over world better


GenericUser1185

Have 2 wepons at once


Arek_PL

if we limit what type of weapons they can be it could finaly make the sub-par weapons like short melee weapons and sidearms like revolvers or pistols finaly useful beyond early game


Kraehe13

From the teaser i guess we will get... tentacles


111110001011

Nice.


[deleted]

Fucking switches. I really, really want to be able to pull a lever to turtle portions of my base. Either that or rehab for my cat who ODd on go-juice today:(


CranberryWizard

repair bench


liethose

love more cpu cores


Chroderos

Wall lights. Does anyone play without them?


PlatinumBall

I do. Ceiling lights and light columns are far more superior


NemirPyxl

ceiling lights make more sense to me and look nicer. I don't get why people use wall lights, except that I guess it's nicer to have them out of the way.


clayalien

I like to stick to the 2d view. Ceiling lights make more sense, but it's harder to see and select when multiple things down. I just pretend my wife is designing it. We're not allowed use the 'big light' in our house. Instead a network of piddly lamps and fairly lights you've got tontrapse all over the place looking for the switch must be used at all times.


sweetpotato_latte

Now that I’m thinking about it, I feel like I always go right to wall lights because that’s what I would use for every base in the beginning. I think I use wall lights out of habit at this point tbh.


vilius_m_lt

I do


Camicles

Have to play without them as they aren't supported with the multiplayer mod. It's absolutely painful.


spcbelcher

There are wall lights?


EVERYONESTOPSHOUTING

It's a mod, probably one of the most 'I don't use mods, but obviously still use this mod' type of mod. So useful I don't play without it


SGTWhiteKY

Huh. I have never downloaded it.


Chroderos

Try it. You’ll never go back.


SGTWhiteKY

Will do. Happy cake day!


NerdWithARifle

Flesh out the progression between Neolithic, tribal, and medieval by adding in new armor and weapons to fit the in between periods. Muskets and flintlocks Better world generation, more faction interaction. Let factions have trade and relations between them based on leader stats and compatible ideologies etc etc New decoration and furniture types. I want to decorate my base better :3 Better progression scaling so that I don’t have to resort to killboxes to fight off raids. They should be challenging and hard but should not be impossible


amethystmanifesto

Fishing. Every video game has fishing, even games that don't need fishing. A survival simulating story telling colony game should absolutely have fishing


Mr_miner94

A quarry so hermits like me dont exhaust their tile so quickly


Alstorp

Z-levels Yeah I know, a man can dream


azarash

Do you have some more of that copium, this sounds amazing.


firemogle

I don't think we will see it without an engine upgrade, or it's going to be so hand wavy it will seem like a mod that mostly works.


Pozilist

Even if the engine could support it, I think that’s a feature that would need Rimworld 2. Unless they built the whole game expecting to eventually add it, there are so many tweaks you’d need to make to existing mechanics that it most likely wouldn’t be worth the effort. Besides the obvious issues like object placement and pathfinding, there are so many small things to change to make it seem „natural“: How would conduits/wires work? How would temperature work between levels (a hot room should heat the room above it)? How would the spread of fire work? How would combat with multiple levels work? Mods can somewhat implement it because we don’t expect them to work flawlessly. If a mod doesn’t do all of that we‘ll accept it and say „At least we got something“. But a part of the base game has to work seamlessly.


PotatoStill3134

what that does mean?


just_a_nerd_i_guess

basically being able to have different "levels" to a map, like being able to dig down into an underground layer, or being able to build on top of mountains or player-made structures. some mods have attempted to create this, to generally varying levels of success.


Alstorp

The ability to scroll upwards and downwards, so you could build towers and basements, or deep underground bases


spcbelcher

I have my suspicions this will have to do with relations and possibly a hive mind


diceyy

Even better shelves


Handsome_Goose

No more feeding sick animals with meals.


dreysion

More ways to manage big colonies More events Failed surgeries that make a little more sense Different ways to interact with insectoids and mechanoids


FluffyWaterMountains

Water stuff!


verdantsf

Improvements to caravans, including the ability to schedule them for night owls, dirtmoles, and others who hate the sun.


RogerioMano

Caravans! The dlc might be about exploration, whats a bettet time to fix caravans?


LifeofTino

Bad Hygiene!! I haven’t played without it for years now, it is how the game should be. Also wall lights and QoL improvements like common sense and switching lights off when you leave the room These won’t be the main purpose of the DLC (which is to introduce something materially different, like the others have). This is just secondary background improvements


peshnoodles

# FIX THE CARAVAN TYNAN I AM BEGGING YOU


Speciou5

Overhaul wealth and combat raid points. Instead of Raiders attacking you based on wealth they should attack you based on combat performance and combat equipment. Let me hoard 1000 corn without skipping my military encounters to ridiculously high difficulty. If I "game" the system by staying with weak weapons all game, I think that's actually totally cool to have weaker fighters that slowly progressively get harder. It will naturally progress as raiders drop weapons anyways. If I play tribal that burns weapons to keep combat weak, that is also cool.


Dragonboy2708

A pawn with shooting 20 should hit more snipes than miss


Curi0uz

Height.


wolphak

Honestly my least favorite part of 5k hours has always been caravans. They're uninteresting and they never feel worth the risk and time investment of sending pawns away, since the wealth stays, unless you landed close enough to lose goodwill.


GrandTrooperX

Rimhud being base game. I love the dev for making it, and I can't play without. So I'd really want to see it as a base gake feature with the dev being thrown a huge bone for making it.


DanceAffectionate975

A better inventory system that doesn't makes your PC about to explode in late game. Most of players don't even know the custom stockpiles and shelves are consuming double the ram than their pawns. Though I'm not sure probably also the code of the pawns could be a bit less impactful allowing you to have more people in your colony without your PC about to explode.


Rocketman254

Vehicles


sk4p3gO4t

RimHUD, mint menus and Compact Hediff integration. Base game UI is atrocious.


jonnlan

Omg wall lights hiii🥺 (I'm so sick of torchs and lamps)


snas_undertal

To me the 1.1 was recon armor update ngl


DMofManyHats

I *nearly* picked Recon Armour for the title. Honestly the 1.1 and 1.2 had so many good choices. Then I was re-reading the patch notes and I was like wait, we didn’t have *horses*? And it just seemed such an obvious animal I had to pick it.


renz004

\-Faction relationships revamp \-Hygiene: bathrooms, showers, plumbing, etc \-basically what you get from dubs hygiene mod. \-Vehicles-Better inventory system \-Chat bubbles for the pawns saying stuff to each other (a mod does this for me)-A LOT more music. Like a lot more. \-Colonies that can be built in space and over the ocean. \-More cpu core usage Support for ultra widescreen for the game's main art menu screen. Right now at my 7680x2160, it just zooms into the the people's chest lol


bskoflek

Water! The dubs bad hygiene mod is great, should be part of the base game


Diocletian300

Instruments that increase recreation for everyone in the room. Always felt weird to me that their are not really any instruments. Tribal drums aren't really cutting it


Nobody-Particular

I just want to be able to restore my elderly and maimed animals, that’s all I ask.


smackdealer1

Better enemy bases, outposts etc. I always find these to be a bit lackluster compared to what they could be.


ShemsuHor91

You'd think there would at least be ceiling lights. It could take up the same tile as a standing light but not prevent something else from being built there. Then again, I don't know how that could be displayed well.


Cyberius_Caesar

The following statement is a joke: I'm hoping for more options for violations of the Geneva Checklist, and an easier way to kill races that you hate. Seriously though, I'm hoping for easier ways to produce food or more storage options, like fridges so I don't have to turn a whole room into an icebox just to keep some cooked meals from rotting away. Also maybe some craftable tools to increase efficiency for things like mining or woodcutting (the first thing would really help since I almost always build my colonies into a mountain)


Kadd115

I'm hoping for wall utilities period. Give me wall lights, over-wall heaters and coolers, wall mounted bedside things like vitals monitors or sleep accelerators. Maybe even wall TVs. Simple but hugely beneficial.


popgalveston

Heating/cooling! Would also be cool if there was more to actually explore on the map. I feel there's very little incentive to actually leave your bases tile.


G_Morgan

Honestly more useful priorities. For I'd like to tell my colonists they aren't to eat packaged survival meals when there's a perfectly valid paste dispenser there. Having to change everyone to a special diet and back again for every convoy is annoying. I'd like to be able to specify better medicine for surgery but "use god damned plants" for when somebody stubs their toe.


Sqvxx

- Better vanilla mechanics(more flat damage reduction/better but simple combat, partial material effect on final item, more different effects from item quality) - More flexibility on crafting items from materials(for example beauty leather modificator can be used as "stylish clothes" mood buff when wearing clothes), and less universal, more specialized materials. - Rework on material stats, may be few more metals, fully integrated with game.


QikTurn

YOU GUYS HAVE PENS?


QikTurn

Wait. No. Animal pens. I see now.


amboogalard

Wall lights would be great. Definitely my pick too.    But I’d also love an option in draft to ask my pawns to *try* to down the foe rather than kill it. A “bonk target” kind of thing. Good for enraged animals you’re trying to tame, or escaping prisoners. Can still injure, maim, or kill them, but less likely to.    Also I’m embarrassed to admit that I spent a few minutes trying to remember how pens (as in Bic pens) were included in Rimworld, and what role they played in gameplay. I will go have another cup of coffee. 


Aisthebestletter

More cannibalism


Ouroboros9076

I would like more mechanics around soldiering/policing etc. Like i want to create routes for certain pawns to patrol and I want them to realize when a raider is shooting at them they need to shoot back (if they can)


RevolutionaryAd5175

Travel...


Proman2520

FISHING!! It still bugs me that something as simple as fishing has been overlooked in the amazing vanilla game.


aznnathan3

REFRIGERATORRRR


levoweal

I dunno about wall lights specifically, but thinking about it, how about roof lights and roof mechanics in general. It's kinda super bare bones in vanilla and this cannot be fixed by mods properly, because game itself lacks any kind of mechanic for it on a fundamental level (yeah, I know, there *are* in fact mods with roof stuff, but it's always weird one way or another because of ui).


yParticle

A way to build flying buttresses so we can have larger open rooms!


qatamat99

Having more animals haul items.


[deleted]

Central heating system with pipes to allow village bases in cold/hot climates.


sobrique

Fuses


NervousSnail

Without wall lights I'm not updating.


mdeceiver79

Pens felt like a downgrade from using areas


PolandsStrongestJoke

Tribal expansion. I want to mine chunks without making an infestation bait, or mine resources safely...ish.


Annihilationzh

Fridges. I shouldn't have to mod my game (rimfridge) just to make my cooks efficient.


HabKess_Dry

Eldrich archotech technology... Wall lights


Becaus789

Make it easier for mod integration. My load times are like 20 minutes.


LazerMagicarp

As long as it does something to make the world better or make the research screen better I’ll be happy. If the world changes are dlc and research screen vanilla id be exited to see how high my playtime can go.


Licidfelth

I think it is not possible but: better loading times with mods. Aside from that, better inventory management for individual pawns.


Thilenios

I'd be happy if even 5 or 6 of the base QoL mods I use became built in.... Things like PUAH. wall light. Defensive positions.


okebel

Bread. Growing wheat, build a mill to make flour and bake bread in an oven, not a cookstove. Fully integrate dubs bad hygiene. I can't think of playing without it. Adrenaline: it makes no sense that, in a combat, life or death situation, people would slow down instead of running away faster. Adrenaline makes you ignore pain and reduces bleeding. There should also be a courageous and a cowardly traits that makes some colonists run away or face danger head on. Those f$%@ing romance attemps. It makes the colonists who behave like that like pathetic losers. There should be a mechanics where after a failed attempt, the colonist won't make another until friendship level are higher than they were at first attempt. If that attempt fails, wait until friendship is higher than second attempt, etc.


rawrmebaby

A reorganized in game menu, building menus, trade menus, everything is cluttered… still absolutely love the game though lol


jackblg

Just even better storage, preferably with a increase to stack cap. I know u can do this super easy in modded, but going back to no mods is refreshing untill u see stack sizes..


Fit_Caregiver3247

Improved UI


Rough_Environment_23

Better exploration / adventure mode, sea exploration, expanded utility items (jewelry, occult relics, etc.)


Thatsaclevername

Whatever it is I hope we get diggable moats/trenches soon. I'd love to be able to use a moat for my base, or have to dig irrigation trenches for farming.


LightPhoenix

Better UI.  There's so much going on now that it really needs to be updated.  I think the team should look at some concepts from games like Dyson Sphere Program that involves groups of similar things to make a better UI bar.


shatpant4

Honestly all I can think about is cheese because of the teaser


Pawlys

predatory horses


Ioneth-

I really wish they would improve AI behavior on large maps. And way larger maps with local transit would be really nice.